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Before generating your SoundBanks, you need to determine what information will be part of the generation process, how it will be included, and in what format will it be generated. The settings you choose will depend on how the data and media within the SoundBanks are accessed by your game.
To define SoundBank project settings:
Open the Project Settings dialog box by doing one of the following:
From the Project menu, select Project Settings.
Press Shift+K.
Switch to the SoundBanks tab.
In the SoundBank Settings group box, select any of the following options to define custom settings for your SoundBanks:
Allow SoundBanks to exceed maximum size to generate SoundBanks even if they exceed the maximum size specified.
Generate SoundBank content files to create files that list the contents of each SoundBank. The content files include information on Events, Busses, States, and Switches, as well as a complete list of streamed and in memory audio files.
Generate header file to create a header file that maps Event, State, Switch, and Game Parameter names to IDs.
Max attenuation to include maximum attenuation information in the SoundBanksInfo.xml file for each event.
Estimated duration to include the estimated maximum and minimum duration for each Event, as well as whether a sound loops infinitely or is a one-shot sound, in the SoundBanksInfo.xml file for each Event.
Use SoundBank Names to use SoundBank names (checked) or IDs (unchecked) to name generated SoundBank files (BNK) and to reference one bank within another bank. For more information, refer to SoundBanks Tab.
If you chose to generate a header file, you must decide where it will be saved. To do so, do one of the following:
Click the text box and directly type a path into it.
Double-click the text box or click the browse button [...] to prompt a browser to navigate to the location of your choice.
Note | |
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You can use a full path or a relative path to specify the location where the header file will be saved. When using a relative path, use the project folder as the origin of the path. |
If you chose to generate SoundBank content files, you can select the desired text file format with the SoundBank content file format option.
Tip | |
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If you have file paths, object names or object notes that contain non-ANSI characters, you should use the Unicode format. |
Click OK to apply the settings.
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